Name Description Tier Item
Acid Resistance +12 Acid affliction Resistance. Acid Resistance decreases 15% slower. IV
Leeching Taunt Generate 300% more threat. Heal for 3% of the damage you deal (2s cooldown).
Leeching Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Heal for 1% of the damage you deal (2s cooldown).
Energized Taunt Generate 300% more threat. +4 Stamina on hit (3s cooldown).
Energized Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. +1 Stamina on hit (3s cooldown).
Siphoning Taunt Generate 300% more threat. +1.5 Mana on hit (2s cooldown).
Siphoning Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. +0.8 Mana on hit (2s cooldown).
Ignited Taunt Generate 300% more threat. Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Ignited Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Fire attacks deal +2% damage.
Frozen Taunt Generate 300% more threat. Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Frozen Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Ice attacks deal +2% damage.
Abyssal Taunt Generate 300% more threat. Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Abyssal Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Void attacks deal +2% damage.
Electrified Taunt Generate 300% more threat. Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Electrified Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Lightning attacks deal +2% damage.
Arboreal Taunt Generate 300% more threat. Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Arboreal Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Nature attacks deal +2% damage.
Empowered Taunt Generate 300% more threat. Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Empowered Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Arcane attacks deal +2% damage.
Punishing Taunt Generate 300% more threat. Your melee attacks deal +2% damage.
Punishing Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your melee attacks deal +1% damage.
Sighted Taunt Generate 0% more threat. Your ranged attacks deal +2% damage.
Sighted Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your ranged attacks deal +1% damage.
Leeching Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Heal for 3% of the damage you deal (2s cooldown).
Leeching Nature Ward +5% Nature Damage Absorption. Heal for 1% of the damage you deal (2s cooldown).
Energized Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +4 Stamina on hit (3s cooldown).
Energized Nature Ward +5% Nature Damage Absorption. +1 Stamina on hit (3s cooldown).
Siphoning Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +1.5 Mana on hit (2s cooldown).
Siphoning Nature Ward +5% Nature Damage Absorption. +0.8 Mana on hit (2s cooldown).
Ignited Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Ignited Nature Ward +5% Nature Damage Absorption. Your Fire attacks deal +2% damage.
Frozen Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Frozen Nature Ward +5% Nature Damage Absorption. Your Ice attacks deal +2% damage.
Abyssal Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Abyssal Nature Ward +5% Nature Damage Absorption. Your Void attacks deal +2% damage.
Electrified Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Electrified Nature Ward +5% Nature Damage Absorption. Your Lightning attacks deal +2% damage.
Augmented Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Arboreal Nature Ward +5% Nature Damage Absorption. Your Nature attacks deal +2% damage.
Empowered Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Empowered Nature Ward +5% Nature Damage Absorption. Your Arcane attacks deal +2% damage.
Punishing Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Your melee attacks deal +2% damage.
Punishing Nature Ward +5% Nature Damage Absorption. Your melee attacks deal +1% damage.
Sighted Arboreal Convert 50% of damage dealt to Nature (sIf FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Your ranged attacks deal +2% damage.
Sighted Nature Ward +5% Nature Damage Absorption. Your ranged attacks deal +1% damage.
Leeching Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Heal for 3% of the damage you deal (2s cooldown).
Leeching Abyssal Ward +5% Void Damage Absorption. Heal for 1% of the damage you deal (2s cooldown).
Energized Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). +4 Stamina on hit (3s cooldown).
Energized Abyssal Ward +5% Void Damage Absorption. +1 Stamina on hit (3s cooldown).
Siphoning Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). +1.5 Mana on hit (2s cooldown).